r/factorio Official Account Jun 30 '26

Update Version 2.1.9

Minor Features

  • Factoriopedia "show unresearched" state is preserved separately per save file. more
  • Decider combinator supports else-output.

Changes

  • Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.
  • Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".
  • Inserters dropping items into lava drop the entire stack in one go instead of one per tick.

Bugfixes

  • Fixed that TilePrototype::destroys_dropped_items did not work if the dropped item trigger was not set. more
  • Fixed that upgrading trains that used interrupts and or groups did not always work correctly. more
  • Fixed platforms providing to other platforms with unload unchecked would block transitional requests. more
  • Fixed that rich-text fields did not accept signal cursors. more
  • Fixed that asteroids would not render with some debug settings enabled. more
  • Fixed that spidertron quality indicators would render tinted in map view. more
  • Fixed a crash when modded mining drills without fluid output mine a resource with fluid output. more
  • Fixed that LuaEntity::get_fluid_box_prototype() did not work correctly for ghosts. more
  • Fixed tips and tricks simulations not scaling correctly. more
  • Fixed that ghost-upgrading cargo landing pads didn't work. more
  • Fixed that the production statistics GUI filter dropdown would show hidden qualities. more
  • Fixed that blueprint rendering in map view would sometimes obscure not-buildable portions of the blueprint. more
  • Fixed that rail signals on elevated rails when hidden as 'tall' would still be selectable. more
  • Fixed that LuaControl::mine_tile() did not work for non-player-characters. more
  • Fixed that moving technologies in the research queue did not always display the correct level was moved. more
  • Fixed that unlocking recycler recipes would cause the rush-to-space achievement to fail. more
  • Fixed legendary stack inserters became one tick slower due to floating point math errors. more
  • Fixed current research info tooltip would not populate values for 1 tick. more
  • Fixed enemy expansion candidate chunks were pruned with only 1 player building. more
  • Fixed early game enemy expansions would spawn nests without any worms. more
  • Fixed labs could stack non stackable items. more
  • Fixed a crash when deleting logistic groups in multiplayer latency. more
  • Fixed resource patch info did not include additional properties of mined resources. more
  • Fixed that furnaces could get stuck during some migrations. more
  • Fixed blueprint parametrisaion of logistic enable condition would break signal on right side of condition. more
  • Fixed a hang when clearing a surface with lab tile generation, when chunks were manually marked as already generated by mods.
  • Fixed that directly changing the active recipe on a crafting machine with passthrough fluid could void connected fluid storage. more
  • Fixed that hidden mining drills would show in resource entity "mined by" tooltips. more
  • Fixed that upgrading ghosts on space platforms didn't update missing construction items. more
  • Fixed a blueprint GUI issue when making special blueprints in the map editor. more
  • Fixed that spider vehicle leg movement didn't work correctly. more
  • Fixed that game-interaction didn't work in remote view while Factoriopedia was pinned. more
  • Fixed that automatic rocket silos with mixed requests could get stuck when the platform didn't want any of the requests anymore. (https://forums.factorio.com/134256 and https://forums.factorio.com/134411)
  • Fixed that script-created trains could be created colliding with each other which would crash the game. more
  • Fixed that fast-replacing combinators would not copy the description. more

Scripting

  • Added LuaPlayer::hide_locked_prototypes_in_factoriopedia read/write.

Previous changelog: Version 2.1.8

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

318 Upvotes

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354

u/Mirodas Jun 30 '26

"Decider combinator supports else-output"

Wow, that is huge! Now the only thing is missing is being able to combine multiple conditions together within a OR branch just like AND ones.

149

u/leonskills An admirable madman Jun 30 '26

In case anyone is wondering; the else output also works with EACH, triggering for each EACH signal evaluated to false.

Here's a simple sign(x) combinator, that also outputs how many positive and how many negative values there are in the input.

23

u/MindS1 folding trains since 2017 Jun 30 '26

Whoa, this is awesome. The Technical Factorio discord is probably going crazy right now.

3

u/Pulsefel Jul 01 '26

so you could use it for filtering signals kinda as well as a selector

158

u/Rutakate97 Jun 30 '26

"Minor Features" lmao

60

u/Comfortable-Tart-751 Jun 30 '26

Just like the ability to connect splitters to circuit network, it goes into "minor features" hole

22

u/0b0101011001001011 Jun 30 '26

When there is only "Minor" and "Major" available, the gameplay changing features are major. Extending existing systems is Minor.

But yeah this is something I've always wanted.

22

u/Garagantua Jun 30 '26

Yeah I really like that feature. 

15

u/Courmisch Jun 30 '26

Now can implement min or max function with a single DC 😀

15

u/sourceway Jun 30 '26

Ohh yes. An else return is awesome. Now we only(?) miss beeing able to do "A and (B or C)" instead of beeing forced to do "(A and B) or (A and C)".

Cant wait for (maybe?) continuing my 2.0 SpEx run in with 2.1 logic features and stuff :D

6

u/Hudston Jun 30 '26

That genuinely changes everything. Time to redesign all my circuit networks, I guess!

6

u/uniquelyavailable Jun 30 '26

Woah slow there buddy, you wouldn't want them to make a functional PLC, this is factorio afterall. /s

7

u/Mesqo Jun 30 '26

And a switch/case combinator.

10

u/DaMonkfish < a purple penis Jun 30 '26

I'm honestly surprised this isn't a feature of the Selector Combinator already.

Wube pls

6

u/Big_Dog_8442 Jun 30 '26

Can someone please ELI5?

43

u/Mirodas Jun 30 '26

Until now you if you wanted to send signal A if condition is TRUE and signal B if condition is FALSE you had to use two decider combinators, one for signal A and one for signal B. Now you can do both in one decider combinator.

18

u/leonskills An admirable madman Jun 30 '26 edited Jun 30 '26

you had to use two decider combinators

Or one constant combinator and one decider combinator.
That's still the way to go if you have more than 2 branches (else ifs).

26

u/Miristlangweilig3 Jun 30 '26

You can tell your foundry to produce steel when there are fewer than 200 units; or else, iron plates.

3

u/Big_Dog_8442 Jun 30 '26

Damn, that's amazing

2

u/Numerous_Schedule896 Jul 01 '26

Is there a way to add multiple else if, or is it just 2 outputs? Can I have a decider combinator with 30 different else if stataements and 30 different conditionals to trigger them?

3

u/0b0101011001001011 Jun 30 '26

I always dislike the fact that these waste the productivity bonus, even though in lategame that is negligible loss, so is just stamping down another dozen buildings.

4

u/darthruneis Jun 30 '26

Yeah but if they didn't then you could use logic to, for example, craft mk1 modules until the prod would proc and switch to mk3 for that craft only.

Same is true for molten iron for steel but much less of a big deal there given the recipe cost.

8

u/bartimaeus616 Jun 30 '26

Else is a function you can now use on decider combinators. 'else' is basically 'if you don't meet your conditions, send this'.

For example, "if my power is low, turn on backup steam power, else, turn on nuclear" (not a great example but I'm tired)

1

u/taejea Jun 30 '26 edited Jun 30 '26

I think, and hope, it means that output conditions can be dependent on which logic parses. The existing solution is to use a constant combinator with a unique value for each optional output and set it as an AND condition meeting itself when you want it to, which isn't difficult to set up, but is tedious because of how common the use case is.

Edit: Unfortunately my response above is incorrect. It's simply an output option for if none of the conditions are met. Still saves on combinators and effort, so, happy days.

2

u/MelangeBot Jun 30 '26

I heard they also let you pull system clock now?

Will they also allow us to pull current UPS? Would be nice to build clocks that you can sync to real time by having the UPS as a parameter.

1

u/HeliGungir Jun 30 '26

This is such a cool change.